Excidium II
Self-Ejected
Was 29 months a typo?
I've been having a very hard time being excited for this.
The individual stealth stuff is good, and should have been in the game since start.
The companions are uninteresting. No MCA - the saving grace of the base game's writing, and all companions have been severely lacking in depth. Don't see how these will be different.
Also, I don't think I have a save game for the expansion, and I'm definitely not replaying the base game. Maybe in two years if they overhaul it with interesting encounters and better itemization.
Can/will they make the enemies stop working on cooldowns as opposed to x/per-fight?From SA:
Josh/Sawyer said:Implementing party AI helped us improve enemy AI as well. Even in the base game, enemies tend to use more of their abilities (and more intelligently).
I might go back to PoE when Tim cain wraps up turn based overhaul...
We weren't really tight-lipped about soulbound weapons. We talked about them at length during our presentations. Here are their basic features:
* Examining one shows that they are a soulbinding weapon and lists what classes it can bind to. In place of an Enchant button, they have a button to bind the weapon to the soul of the character whose inventory it is currently in. If a class isn't on the binding list, it can't be bound to that character. Binding doesn't mean the character is forced to use or equip that weapon, but while it's bound to the character, they're the only one who can use it and advance its powers. You can sever the binding if you like, but you will lose all progress on the weapon (it warns you of this).
* Soulbound weapons have a larger examine window that includes a pen and ink style illustration of the weapon.
* Soulbound weapons automatically qualify for any weapon focus/specialization/mastery type talents or abilities you have. E.g., if you have a fighter with WF, WS, and WM in Ruffian, those all apply to St. Ydwen's Redeemer (the soulbinding great sword we demoed) even though great swords are in the Soldier group.
* A bound weapon will display what you need to do to unlock additional powers. Each time you unlock a power, you also gain more lore on the weapon and what the next goal is. The capstone power(s) always complete the lore.
* One of the powers on a soulbound weapon is always class-specific. St. Ydwen's Redeemer has different powers for fighters, paladins, and barbarians.
* Though several of the new unique weapons have "spellchance" powers (more momentous procs that go off on a percentage of Hits and Crits), all soulbound weapons have one.
* Soulbound weapons cannot be enchanted.
Not sure how I feel about soulbound weapons subverting weapon specialization talents. Sounds crappy.
Thats pretty much what his reasoning was. Must say, I disagree strongly on this one.Can't have players deal with the consequences of dumping half their talents on the same weapon specs
The alternative would be to punish the character for not being prescient or effectively requiring them to read a strat guide/wiki to make sure they specialize in the weapon types that are soulbound for their class.
I actually called out Sawyer himself on the Obsidian forums for failing to achieve parity with the IEs there. He got a little upset at me, I guess it was a sore spot. All's well that ends well though.
Link? Quote? All Cucking aside - your usually really good with references.
Uh, here we go: http://www.rpgcodex.net/forums/inde...-go-to-new-thread.93694/page-147#post-3480054
Not sure how I feel about soulbound weapons subverting weapon specialization talents. Sounds crappy. The rest sounds good though.
Universal Sword proficiency?
Universal Sword proficiency?
Ya. Apparently, there are limited soul weapons and they only give bonuses to a few classes each, so they are making them benefit from all weapon focus/mastery/etc talents. Pretty crappy, makes those talents effectively meaningless.